This class allows you to modify the Editor Build Settings via script.
See EditorBuildSettings.scenes for an example of how to use this class. Additional resources: EditorBuildSettingsScene, EditorUserBuildSettings, BuildPlayerOptions.
scenes | The list of Scenes that should be included in the build. |
UseParallelAssetBundleBuilding | Enables multi-process AssetBundle building. Additional resources: BuildPipeline.BuildAssetBundles |
AddConfigObject | Store a reference to a config object by name. The object must be an asset in the project, otherwise it will not be saved when the editor is restarted or scripts are reloaded. To avoid name conflicts with other packages, it is recommended that names are qualified by a namespace, i.e. "company.package.name". |
GetConfigObjectNames | Return a string array containing the names of all stored config object references. |
RemoveConfigObject | Remove a config object reference by name. |
TryGetConfigObject | Retrieve a config object reference by name. |
sceneListChanged | A delegate called whenever EditorBuildSettings.scenes is set. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |